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Weeble Starscape Jedi


Joined: 25 Apr 2003 Posts: 1139 Location: Glasgow, Scotland

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Posted: Thu Jan 11, 2007 12:19 am Post subject: Level editor |
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Finally got a chance to get my teeth into the editor this week. I'm sticking to the basics while the documentation is limited, but I think it's making for an interesting little set of rooms. It's got no hacking and no deathtraps, just a bunch of puzzles, some of which may be quite tricky. (It's hard for me to judge, since I made them and thus know how to solve them.) The editor is not at all bad once you get the hang of it. I did lose a whole room to a crash once, but now I've learned to save much more often. That crash hasn't re-occurred yet.
One thing that's not at all easy is lining up rooms. My rooms interconnect much more than those in the regular game, and the map has ended up looking a bit misshapen. I'm not sure if there's a way to make this easier.
It's also a bit tricky to move the start point to a different room, but I fixed it eventually by hand editing the text-based adventure files.
I think I'll finish this set of levels (probably 10-12 rooms) with little or no scripting. (I think I need to create a win condition.) Maybe after that I'll see what else I can do. Has anybody created a complete mini-adventure yet? |
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Sergenth

Joined: 01 Jan 2006 Posts: 54

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Posted: Thu Jan 11, 2007 12:45 am Post subject: |
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| I don't know how to make doors or warps connect to each other, so no adventures yet. |
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Weeble Starscape Jedi


Joined: 25 Apr 2003 Posts: 1139 Location: Glasgow, Scotland

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Posted: Thu Jan 11, 2007 1:17 am Post subject: |
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Doors are pretty straightforward. On the static tab, click on "edit settings" then move the yellow cursor to point at the bottom-left cell of the door and press enter. In the dialog that appears you can see the door's ID code at the top, and can select the room and an ID code of a door in that room. If the "hook up target door to this door" box is checked when you click OK, the settings on the target door will also be fixed up so that it brings you back to this one.
I've not tried teleporters yet. |
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Agrajag

Joined: 04 Aug 2006 Posts: 342

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Posted: Thu Jan 11, 2007 2:28 am Post subject: |
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| Send me your adventure when you finish Weeble. I'd love to test it out. |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4107 Location: Sheffield, UK

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Posted: Thu Jan 11, 2007 8:58 am Post subject: |
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Who will be first to get an adventure into the game network?
Fost or Weeble ?
I wish I could get these bugs out of the way so I could do some more documentation - tsk! |
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Inane

Joined: 06 Jul 2006 Posts: 173

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Posted: Thu Jan 11, 2007 9:38 am Post subject: |
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| What is the game network? I haven't really heard anything specific about it. |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4107 Location: Sheffield, UK

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Posted: Thu Jan 11, 2007 9:42 am Post subject: |
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| Anything people make that we have checked is ok will be available for download within the game itself. When you click for a new game in the profile screen it drops to a page listing adventure information and that page has its own update button that can go online and download stuff. Neat eh? |
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Inane

Joined: 06 Jul 2006 Posts: 173

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Posted: Thu Jan 11, 2007 11:07 am Post subject: |
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| Well now I'm tempted to make something badass. |
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Poo Bear Pod Team


Joined: 14 Oct 2002 Posts: 4107 Location: Sheffield, UK

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Posted: Thu Jan 11, 2007 1:18 pm Post subject: |
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We haven't bigged this up yet because we need to document it properly, but it's the same tool used to make the entire game so in theory you could do something just as big (or not) and if it works properly we'll host it and everyone who bought MrRobot can click one button to download and play it and it's got your name on it. Fame awaits  |
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Inane

Joined: 06 Jul 2006 Posts: 173

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Posted: Thu Jan 11, 2007 10:42 pm Post subject: |
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I'm trying to set it up so a floor switch sets a bollard up, but I can't get it to work right. I have the bollard named Bol1, and the switch unnamed, set to affect Bol1. No error messages, just doesn't do any thing.
Also, is there a list of Lua scripts for the game?
Edit: Fixed the bollard already. Just had to change initstate to off. |
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Fost Pod Team


Joined: 14 Oct 2002 Posts: 3734

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Posted: Thu Jan 11, 2007 11:42 pm Post subject: |
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| Inane wrote: | | Also, is there a list of Lua scripts for the game? |
This stuff is on it's way - it's actually my next task, but I've not had chance to work on it yet due to dealing with press enquiries
Basically, we won't stop working on the editor docs until a: they are 100% comprehensive and b: they are packed with well written tutorials and examples. Sorry for everyone who wants to play now, but more info is just round the corner if you can bear with us. The micro adventure I'm working on should actually be a really useful tool too as it illustrates how to do a lot of common tasks and basic scripting. |
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TheStuff07
Joined: 30 Dec 2006 Posts: 2

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Posted: Fri Jan 12, 2007 4:45 am Post subject: |
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I think I'm having the same problem that Inane was having.
I'm trying to get a bollard to go down when I step on a switch, but no matter what I do, the bollard won't go down. The initstate for the switch is set to off, the bollard is named and the switch has the right target, the bollard starts in up position, so what am I doing wrong? |
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Weeble Starscape Jedi


Joined: 25 Apr 2003 Posts: 1139 Location: Glasgow, Scotland

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Posted: Sat Jan 13, 2007 12:02 am Post subject: |
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| Erk, I've hit a bit of a problem. I have a pair of rooms that have two doorways connecting them. (So there are four door objects in all.) One of the doorways is locked with the red keycard. The problem is that if I enter the unlocked door, the locked door seems to automatically unlock itself. Is there any easy way around this? All I can think of right now is to put two short connecting corridor rooms in so that the main rooms aren't directly connected to each other. |
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Weeble Starscape Jedi


Joined: 25 Apr 2003 Posts: 1139 Location: Glasgow, Scotland

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Posted: Sat Jan 13, 2007 4:06 am Post subject: |
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I did just make the two corridors and it avoided that problem. Now I want to make a lift that's triggered by the player. Can anybody tell me what's the correct setting for "motion"?
EDIT - Some things that I've tried that don't work: "static", "triggered", "no" and "none". A bad motion parameter causes assertions in both the game and editor, but the assertion in the editor, at least, is ignorable. |
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Weeble Starscape Jedi


Joined: 25 Apr 2003 Posts: 1139 Location: Glasgow, Scotland

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Posted: Sat Jan 13, 2007 10:53 am Post subject: |
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| Hex editor to the rescue. The setting for "motion" that I was looking for was "one way". |
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